Shader "Level4/Cursor"{
	Properties{
		_MainTex("MainTex",2d) = "white"{}
		
	}
	CGINCLUDE
		#include "UnityCG.cginc"
		
		sampler2D _MainTex;
		
		struct v2f{
			float4 pos:POSITION;
			float2 uv:TEXCOORD;
		};
		
		v2f vert(appdata_full data):POSITION{
			v2f v;
			v.pos = mul(UNITY_MATRIX_MVP,data.vertex);
			v.uv = data.texcoord.xy;//TRANSFORM_TEX(data.texcoord,_MainTex);
			return v;
		}
		float4 frag(v2f v):COLOR{
			float4 c = tex2D(_MainTex,v.uv);
			return c;
		}
	ENDCG
	
	SubShader{
		Tags{"RenderType" = "Transparent" "Queue" = "Transparent"}
		Cull off
		ZTest off
		Blend SrcAlpha OneMinusSrcAlpha
		
		pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			ENDCG
		}
	}
}